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TLTF12 Tech Forum 2012

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This is a presentation from Technology and Learning Magazine TechForum2012 on STEM--> STEAM--> STREAM
integrating the Arts and Reading into STEM education

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TLTF12 Tech Forum 2012

  1. 1. Insight and Innovation for Technology LeadersOctober 19, 2012, New York, NY STEM to STEAM to STREAM Integrating READING and the ARTS into STEM Jeffrey Piontek Director of Educational Design Hawaii Stream Academy Honolulu, HI Jeff@hawaiistreamacademy.org
  2. 2. Needs in STEM Education• Integrate theory with hands-on, experiential learning• Collaborative, project-based learning• Strong social relevance• Design, creativity and innovation
  3. 3. Where is the engineer of 2020?In 4thGrade10 yearolds!
  4. 4. Tech Savvy Generation 5 Years Old Music with iPod> 22 Years Old 8 Years Old Unmanned LEGO® Vehicles 12 Years Old 18 Years Old Gaming Segway Clone Consoles
  5. 5. The difference between Chinese andAmerican ideas in education…Source: Newsweek Magazine
  6. 6. Transforming the Academic Landscape K- 8 High School Undergraduate Graduate and ResearchKindergarten Rocket Science TRADITIONAL TECHNIQUE
  7. 7. New Wave of Engineering Education Kindergarten Rocket Science HANDS-ON, PROJECT-BASED LEARNING
  8. 8. Integrative STEAM Education STEM Education fosters innovative and collaborative approaches to teaching and learning within existing programs.
  9. 9. Integrative STEAM Education#1. Increased academic rigor & opportunity for ALL students.
  10. 10. Integrative STEAM Education #2. Multidisciplinary approaches to problem and project-based learning. LEGO RoboticsBridge Design Testing Student-Designed Marble Sorter
  11. 11. Integrative STEAM Education#3. Communication, collaboration and teamwork, using 21st Century technologies and skills. Television & Multimedia students produce commercials
  12. 12. Integrative STEAM Education #4. Real-world problems and challenges, whichrequire the high-level application of both knowledge and skills. Students harness the XO laptop to capture audio from beehives
  13. 13. Create original animations in a variety of media. Lots of contests. Winning animations displayed online and ontelevision. Learn animation by teaching animated friends how to dance, act,and solve the challenges in the stories of their lives.
  14. 14. Students author and publish their own works, from hardcover books to music DVDs, to new types of products.
  15. 15. Gam Academ e yStudents design, program, and animate their own games.This is STEM meets creativity. It develops: - Mathematical/logical thinking in programming. - Art skills to create the graphic and audio assets. - Creative thinking to produce a compelling game.
  16. 16. Gam Academ Meets STEM e yBuild your own simulations, models, and science games in Scratch.
  17. 17. Big Goals21st Century Literacy:Computer literacy.Project management.Team work.Sustainable Education:Each generation makes materials for the next.
  18. 18. Introducing Scratch http://scratch.mit.edu/You can make almost anything in Scratch.Examples (games, paint program, tools, funny cards)
  19. 19. Scratch is… A tool developed at the MIT Media Lab. Tile-based programming. Sciences. Arts. Creativity. Scratch is FUN! Invent what you want. Today, let’s invent thefuture.
  20. 20. Create original animations in a variety of media. Lots of contests. Winning animations displayed online and ontelevision. Learn animation by teaching animated friends how to dance, act,and solve the challenges in the stories of their lives.
  21. 21. Animation Academy Develop creative stories, explore different mediums, learn visualaesthetics. STEM combined with Art. It develops: - Creative Problem Solving skills. - Traditional and performance art skills. - Research skills - Computer literacy
  22. 22. Big Goals21st Century Literacy:Computer literacy.Production Pipeline/ Time management.Team work.Sustainable Education: Animations that help others to learn concepts. Early Learning Alphabets
  23. 23. Introducing iStopMotion http://www.boinx.com/istopmotion/overview/ You can make Tons of great videos and animations. Examples (instructional videos, time-lapse videos, all sortsof animation styles, flipbooks)
  24. 24. Let’s Make Waves!Let’s see an example!!
  25. 25. Let’s Make Waves!Ideas on ways to extend our work… Instructional examples (transverse, longitudinal) Create a time-lapse of clouds, ocean Get kids Active, Pixilation Radial wave simulation Simulate: Storm, earthquakes generate waves Simulate: Bathymetry creates surf
  26. 26. Scratch, iStopMotion and Curricula They are a great way to make science relevant, engaging, and extremely cool for our kids. It helps give them the skills to become 21st century knowledge workers. Sustainable Education - Older students master concepts and create interactive learning materials to then help teach younger students.
  27. 27. Projects in Motion…“Nano Attack” exampleGame Academy 3DAnimation Academy 3DFuture Learning
  28. 28. Cutting Edge: Gam Anim e/ ation Academy 3D Blocks programming (MIT Media Lab) + world’s best 3D graphics (CryEngine) Unity: Animation Software
  29. 29. Gam Anim e/ ation Academ 3D y In the future, most learning (andentertainment) will be in 3D worlds. Collaborating with the MIT Media Lab tocombine the world’s best authoring tools withthe world’s best 3D.
  30. 30. Gam Anim e/ ation Academ 3D y Learn Mandarin in magical ways, immersedin online Yuan Ming Yuan, ancient gardens fullof mystical creatures and historical figures. One-to-one instruction with live tutors fromBeijing, role-playing with you in the gardens.
  31. 31. Learn Mandarin in Yuan Ming Yuan
  32. 32. Talk and Role P with Teachers in Beijing lay
  33. 33. Gam Anim e/ ation Academ 3D y Help kids invent these worlds.
  34. 34. Crea Ecosy te stemsCreate Ecosystems
  35. 35. Create EcosystemsDesign the algorithms that grow the flora and fauna.
  36. 36. Create WorldsCreate Worlds
  37. 37. Design Future CitiesDesign Future Cities
  38. 38. Future SustainabilityFuture Sustainability
  39. 39. New Sports
  40. 40. Design Future Vehicles
  41. 41. New Robots
  42. 42. Research in new ways
  43. 43. Through Simulation, Conduct Experiments Too Dangerous or Too Expensive in the R W eal orld
  44. 44. Kids Build W orldsfor Others to Explore
  45. 45. Kids Build W orlds for Others to ExploreCurrently with Bishop Museum…
  46. 46. Kids Build Underwater W orlds for Others to Explore Currently with Bishop Museum…
  47. 47. Kids Build W orldsfor Others to Explore
  48. 48. Percentage of SAT Test Takers with 4 Years of Arts or Music in High School25% 20.2%20% 18.7% 18.9% 18.4% 17.7% 17.0% 15.4% 15.5% 15.6% 15.9% 15.3% 14.9%15%10%5%0% 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009
  49. 49. College Arts Degrees in U.S. (1996-2008)140,000 122,210 118,066 119,964 120,561120,000 115,318 3.4% of All Degrees 107,877 100,393100,000 92,154 87,936 4.1% of All Degrees 83,927 79,365 80,000 74,177 75,363 60,000 40,000 20,000 0 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008
  50. 50. Arts Students Outperform Non-Arts Students: Average Points Better on SAT Scores120 100 104 103 98100 93 91 91 89 87 8580 67604020 0 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009
  51. 51. MahaloJeff Piontek

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